Level Editor

This is a discussion on Level Editor within the Game Programming forums, part of the General Programming Boards category; You can download the level editor for my game here .
From the main menu you can choose NEW or ...

Level Editor

From the main menu you can choose NEW or EXIT. The level loading functionality hasn't been written yet, so the LOAD button doesn't do anything.

Still need to add the ability to save a level as well as the ability to choose different POW and Bot types (right now you're limited to one POW type and one Bot type). Also need to add ability to add tiles (barrels, crates, etc.) to give them something to seek cover behind and add some flavor to the levels.

The final game will play something like chess except that each POW and Bot type will have unique attacks and maximum attack distance, etc.

Now that the editor is starting to flesh out I plan to have a playable demo in about a month (though it will be limited to the 2 Bot/POW types shown here). Once I get that in it's alpha stage I'll probably take a few weeks to work on the art for some of the other POWs/Bots.

Let me know what you think.

**also, I'm going to eventually release the code as open source (right now it's up to 6,368 lines) but if anyone is interested in how anything was done or whatever just email or PM me and I'll send you the appropriate source.**

I always extract things that I'm only going to use a couple times then delete to my desktop. It's easier to get to and delete. Usually zip files have a folder inside them, and when you extract, it just adds a folder for it to the desktop with the program inside. When you're done, just toss the folder. Very nice indeed.

Here's the updated level editor (zipped to unzip into a nice, clean folder just for SilverCharles.. I didn't realize it didn't zip that way the first time, sorry...).

It has the ability to save and load a level (still restricted to a single level as I need to add a text box to allow the user to enter the level name.

It is also restricted to the 2 first trooper types (1 POW and 1 Bot) but now includes their time-based animation routines (though I could probably afford to tweak the speed a bit and I need to put in a check to give it a natural pause for a few seconds between anims). Also, I want to randomize each troopers' pause between their anim cycles. Kind of make it more natural.

Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

You. Fetch me my copy of the Wall Street Journal. You two, fight to the death - Stewie

Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

You. Fetch me my copy of the Wall Street Journal. You two, fight to the death - Stewie

hehe. Yeah, I just realized that. I've been working on the road this week and wasn't able to look into it until this morning. Here's the corrected zip file with all the necessary bitmaps. Sorry guys, I was rushing to get it uploaded the other day before I hit the road.

The CurFrm var is a member var of CTrooper which is the ID of the current anim frame.

Also, I fixed the problem with some of the sprites showing up on top of sprites that where below them. The sort algo was already in place but when I was debugging it I commented the call to the function out and didn't realize it wasn't uncommented when I fixed the other bug.

Thanks for the catch, Perspective!

I updated the zip file with the new *.exe that has the sort algo in place.